Thursday, October 8, 2009

Can DLC Effectively Advertise a Controversial Sequel?


The popular, many-time award winning game Left 4 Dead launched for Xbox 360 and PC on November 18th, 2008. Since then it has amassed an extensive and devoted fan base across both platforms. Players team up as survivors who must work together if they way to make it through the through zombie-ridden territory to safety -- or, alternatively, group up as "special infected" and do their best to separate and incapacitate the survivors.

Controversy arose amongst the PC gaming community (in particular the Steam Community, as Steam distributes the PC version of L4D) when a sequel was announced at the 2009 E3 Convention. Understanding the controversy -- and why it was so specific to the Steam community rather than the Xbox community -- requires a bit of knowledge about how PC gamers think.

Unlike console gamers who are accustomed to purchasing new games on a fairly regular basis, where DLC (Downloadable Content) is not as integral to the experience, popular computer games are released less frequently. They are often supported by a wide net of casual but talented programmers who add their own modifications to give the game more diversity, and more relevantly, publishers of PC games are much more likely to distribute DLC that further extends a game's shelf-life.

The announcement of a sequel was welcomed by the Xbox community, who was eager for new content. The Steam community, on the other hand, saw it as a distasteful act of greed. Over 25,000 players signed a petition against the release of Left 4 Dead 2.

Valve, L4D's publishing company, responded by attempting to pacify the petitioners with promises of new DLC for the original game, as well as the release of more tools to further strengthen the Mod-making community. True to their word, "Crash Course," a new, two-level campaign for L4D was announced this summer and went live a couple weeks ago for both platforms.

Interestingly enough, the new content was free for all players running Steam -- but cost $7 for Xbox 360 users (who already pay at least $10 more for the original game copy than the less expensive PC version).

The question now becomes: will "Crash Course" pull its weight? It seems like a smart move. Ideally it will 1) alleviate some of the concerns of the Steam community by following a business model with which they are more familiar, 2) generate excitement for the upcoming sequel, and 3) build Valve's brand reputation as a fair and customer-focused game publisher. In the gaming industry the very best advertising is structured around creating a loyal fanbase.

Successful franchises are those that deliver quality in each of their sequels: big hit series like Grand Theft Auto, Legend of Zelda, Halo, Call of Duty, and so on are all clear examples of this phenomenon. Quality DLC such as "Crash Course" for L4D may well kick up the buzz for the sequel.

1 comment:

  1. Hello hope u fine all......
    i m here to tell u about my website that is about games...
    u can find every game from there.
    http//:games.m5zn.com

    ReplyDelete